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#31
Colonial Space Map Discussion / Re: Custom Map #11601: 2025 PA...
Last post by Lore - October 15, 2025, 01:23:50 AM
Quote from: Johnny Haywire on October 14, 2025, 07:52:02 PMTerps

Wait, the terps did something?

Looks....

Oh.. the terps do something 😅

Thanks for the map! I personally thought the difficulty was pretty reasonable compared to other maps like this. Though I can see how it might take a while if you don't forge your own paths.

Cheers!
#32
Colonial Space Map Discussion / Re: Custom Map #11597: Tech Up...
Last post by Johnny Haywire - October 14, 2025, 10:34:48 PM
Aye, I enjoyed this one.

Decided to go straight for the Berthas pretty early on, which helped to take the two top islands and the middle left one.

The mini-puzzles were all pretty fun. Not sure what was up with the Runner's nest though - I just left it alone and it died with the Inhibitor.

Note: It really helps to get the Thor. I beat against the top right island for probably 30 minutes with a lot of timed bertha strikes but only took down 3-4 emitters. It might be able to be done without the Thors but it'd be a big headache. Excellent job with this one, no!

Thanks for the map! =)
#33
Farsite Colonies / Custom Map #5835: AutoBuildTes...
Last post by AutoPost - October 14, 2025, 08:24:55 PM
This topic is for discussion of map #5835: AutoBuildTest


Author: StormWing0
Size: 192x120
DISCUSS ON DISCORD
#34
Colonial Space Map Discussion / Re: Custom Map #5638: GSM-04. ...
Last post by toolforger - October 14, 2025, 08:04:08 PM
Got it.

Felt a bit tryhardy though.
Build a unit, get killed by some robot, wait 20 seconds and redeploy, lather, rinse, repeat.

Either I'm still missing something, or it's just this scenario.

And some people do this think in two minutes; I'm at two hours.
I feel dumb :-(
#35
Colonial Space Map Discussion / Re: Custom Map #11601: 2025 PA...
Last post by Johnny Haywire - October 14, 2025, 07:52:02 PM
Dude!

Great to see your work again. Always enjoyed your maps - hope ya make more =D

I like the different things you included in this map that help those who pay attention. I didn't pay attention until late game, but I'm glad other people are paying attention. Terps, the one little solo island - yeah those things can be useful but only *if you use them* duh. Great job with this one, m8!

Thanks for the map! =)
#36
Colonial Space Map Discussion / Re: Custom Map #11592: Split. ...
Last post by Johnny Haywire - October 14, 2025, 05:40:15 PM

"Fallen Fortress" is the map that I put the most effort in and took me about 15-20 hours to make, and its quite difficult, which is probably why it has a rating of "1". When some people play maps they can't beat, something like this happens : "I play map, I can't beat map, I feel dumb, I rate map 1 so I feel better" (idk maybe I'm projecting here but that's what came to mind when I saw the rating)
[/quote]

I like hard maps so I took a look at this one. I really don't like to "rush" maps, although I've been known to do so from time to time. I may give it a go later, but it looks fairly unfriendly to turtling. But we'll see. I'll definitely let ya know if I finish it or give up on it, either way.
#37
Colonial Space Map Discussion / Re: Custom Map #5638: GSM-04. ...
Last post by Johnny Haywire - October 14, 2025, 05:36:35 PM
It's usually faster to redeploy unless the distance is very small or you have a higher move speed researched.

However, sometimes you may want to snag some things along the way. I can't remember which I did for this particular map.

Also, in some cases - maybe this one - you can make a chain of collectors and/or relays so that you keep generating at least some energy along the way. So it really all depends on the map and what you're able to do.

Hope that helps! =)
#38
Exchange Map Comments / Custom Map #2095: Ep1.1 First ...
Last post by AutoPost - October 14, 2025, 04:46:16 PM
This topic is for discussion of map #2095: Ep1.1 First mission


Author: Drogon
Size: 256x144

Desc:
My first map of new story. Hope you guy enjoy. I try to minimize every so it can less boring as possible
#39
Colonial Space Map Discussion / Re: Custom Map #5638: GSM-04. ...
Last post by toolforger - October 14, 2025, 04:06:24 PM
Quote from: Johnny Haywire on July 04, 2025, 06:24:40 PMMy solution was to start by taking out the 5 emitters & spawners on the left except for the AC one and the big one on the lower left.

Ah.
My first attempt failed because I took to long.
Took me a while to find out that there are hidden energy packs. (It's really annoying that you have to mouse over every field to find them.)

QuoteI then moved the CN to the top and pushed down. Only saved twice, so I don't think it'd be too difficult. Lemme know if ya need more help. =)

Just one question, I never figured that out:
Is it faster to return to orbit and redeploy, or just fly over?
I never manage to take notes.
#40
Colonial Space Map Discussion / Re: Custom Map #11601: 2025 PA...
Last post by spirix - October 14, 2025, 06:59:20 AM